overte/interface/src/Transmitter.cpp

131 lines
5.3 KiB
C++

//
// Transmitter.cpp
// hifi
//
// Created by Philip Rosedale on 5/20/13.
//
//
#include "Transmitter.h"
#include "InterfaceConfig.h"
#include "Util.h"
#include <cstring>
#include <glm/glm.hpp>
#include "Log.h"
const float DELTA_TIME = 1.f / 60.f;
const float DECAY_RATE = 0.15f;
Transmitter::Transmitter() :
_isConnected(false),
_lastRotationRate(0,0,0),
_lastAcceleration(0,0,0),
_estimatedRotation(0,0,0)
{
}
void Transmitter::resetLevels() {
_lastRotationRate *= 0.f;
_estimatedRotation *= 0.f;
}
void Transmitter::processIncomingData(unsigned char* packetData, int numBytes) {
if (numBytes >= 3 + sizeof(_lastRotationRate) +
sizeof(_lastAcceleration) + sizeof(_touchState)) {
unsigned char* ptr = &packetData[2];
memcpy(&_lastRotationRate, ptr, sizeof(_lastRotationRate));
ptr += sizeof(_lastRotationRate) + 1;
memcpy(&_lastAcceleration, ptr, sizeof(_lastAcceleration));
ptr += sizeof(_lastAcceleration);
memcpy(&_touchState, ptr, sizeof(_touchState));
ptr += sizeof(_touchState);
if (_touchState == 'D') {
memcpy(&_touchPoint, ptr, sizeof(_touchPoint));
ptr += sizeof(_touchPoint);
} else {
_touchPoint[0] = _touchPoint[1] = 0;
}
// Update estimated absolute position from rotation rates
_estimatedRotation += _lastRotationRate * DELTA_TIME;
// Sensor Fusion! Slowly adjust estimated rotation to be relative to gravity (average acceleration)
const float GRAVITY_FOLLOW_RATE = 1.f;
float rollAngle = angleBetween(glm::vec3(_lastAcceleration.x, _lastAcceleration.y, 0.f), glm::vec3(0,-1,0)) *
((_lastAcceleration.x < 0.f) ? -1.f : 1.f);
float pitchAngle = angleBetween(glm::vec3(0.f, _lastAcceleration.y, _lastAcceleration.z), glm::vec3(0,-1,0)) *
((_lastAcceleration.z < 0.f) ? 1.f : -1.f);
_estimatedRotation.x = (1.f - GRAVITY_FOLLOW_RATE * DELTA_TIME) * _estimatedRotation.x +
GRAVITY_FOLLOW_RATE * DELTA_TIME * pitchAngle;
_estimatedRotation.z = (1.f - GRAVITY_FOLLOW_RATE * DELTA_TIME) * _estimatedRotation.z +
GRAVITY_FOLLOW_RATE * DELTA_TIME * rollAngle;
// Can't apply gravity fusion to Yaw, so decay estimated yaw to zero,
// presuming that the average yaw direction is toward screen
_estimatedRotation.y *= (1.f - DECAY_RATE * DELTA_TIME);
if (!_isConnected) {
printf("Transmitter V2 Connected.\n");
_isConnected = true;
_estimatedRotation *= 0.0;
}
} else {
printf("Transmitter V2 packet read error, %d bytes.\n", numBytes);
}
}
void Transmitter::renderLevels(int width, int height) {
char val[50];
const int LEVEL_CORNER_X = 10;
const int LEVEL_CORNER_Y = 400;
// Draw the numeric degree/sec values from the gyros
sprintf(val, "Pitch Rate %4.1f", _lastRotationRate.x);
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y, 0.10, 0, 1.0, 1, val, 0, 1, 0);
sprintf(val, "Yaw Rate %4.1f", _lastRotationRate.y);
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 15, 0.10, 0, 1.0, 1, val, 0, 1, 0);
sprintf(val, "Roll Rate %4.1f", _lastRotationRate.z);
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 30, 0.10, 0, 1.0, 1, val, 0, 1, 0);
sprintf(val, "Pitch %4.3f", _estimatedRotation.x);
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 45, 0.10, 0, 1.0, 1, val, 0, 1, 0);
sprintf(val, "Yaw %4.3f", _estimatedRotation.y);
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 60, 0.10, 0, 1.0, 1, val, 0, 1, 0);
sprintf(val, "Roll %4.3f", _estimatedRotation.z);
drawtext(LEVEL_CORNER_X, LEVEL_CORNER_Y + 75, 0.10, 0, 1.0, 1, val, 0, 1, 0);
// Draw the levels as horizontal lines
const int LEVEL_CENTER = 150;
const float ACCEL_VIEW_SCALING = 1.f;
glLineWidth(2.0);
glColor4f(1, 1, 1, 1);
glBegin(GL_LINES);
// Gyro rates
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y - 3);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastRotationRate.x, LEVEL_CORNER_Y - 3);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 12);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastRotationRate.y, LEVEL_CORNER_Y + 12);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 27);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + _lastRotationRate.z, LEVEL_CORNER_Y + 27);
// Acceleration
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 42);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)(_estimatedRotation.x * ACCEL_VIEW_SCALING),
LEVEL_CORNER_Y + 42);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 57);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)(_estimatedRotation.y * ACCEL_VIEW_SCALING),
LEVEL_CORNER_Y + 57);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 72);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER + (int)(_estimatedRotation.z * ACCEL_VIEW_SCALING),
LEVEL_CORNER_Y + 72);
glEnd();
// Draw green vertical centerline
glColor4f(0, 1, 0, 0.5);
glBegin(GL_LINES);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y - 6);
glVertex2f(LEVEL_CORNER_X + LEVEL_CENTER, LEVEL_CORNER_Y + 30);
glEnd();
}